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Showing help on '@refuse'


The refusal facility allows you to ignore specific actions by players. You can ignore all mail that Stupid_Jerk (#34567) sends you, for
example, or you can ignore all whispers and pages, no matter who they are from.

There are three basic refusal commands. They are explained below.

@refuse <action> from <player>
@unrefuse <action> from <player>
@refusals

The actions you can refuse are page, whisper, mail, move, join, and accept. These are explained in a table farther down.

For example, '@refuse mail from Stupid_Jerk'. Any future mail that Stupid_Jerk sends you will be dropped on the floor, and Stupid_Jerk will
be told that you refused to receive it. The refusal stays active for a week; after the week is over, Stupid_Jerk's mail will again get
through. (If you want the refusal to last a longer or shorter time, keep on reading.)

You can refuse more than one action at a time. '@refuse page whisper from Stupid_Jerk' refuses both pages and whispers.

You can also refuse actions from everybody.

@refuse <actions>

For example, '@refuse page' refuses every page. These refusals are listed as refusals of 'everybody' when you use the @refusals command,
below.

See "help @unrefuse" and `help @refusal-reporting' for information on undoing refusals and finding out what you're refusing.

- the actions

The actions everybody can refuse are page, whisper, mail, move, and join.
refuse other things as well, depending on your player class.

refuse this to prevent somebody from doing this


page - tell you a message with the 'page' command
whisper - tell you a message with the 'whisper' or 'murmur' command
mail - send you a MOOmail message via @send
move - teleport you
join - enter the same room as you (only works in a some rooms)
accept - hand you an object (or teleport it to you)
flames - posts are suppressed on mail lists
politics - set yourself `apolitical' [see "help apolitical"]
all - all of the above

Refusing move is a little tricky. The player will not be able to teleport you, but you will not be able to pass through any special exits
that the player may have programmed either. Refusing move means refusing *all* movement, including movement through programmed exits.
Fortunately most exits are plain exits, and you will always be able to pass through them. Only specially programmed exits by the player you
are refusing move from are barred to you.

Refusing join only works in special rooms that support it.

- time limits

Refusals expire after a certain amount of time has gone by. Unless you say otherwise, they expire after a week. You can add '... for
<time>' to the end of a @refuse command:

@refuse <action> from <player> for <time>
@refuse <action> for <time>

For example, '@refuse join from Stupid_Jerk for 3 days'.

The <time> is always a number followed by a unit, like '10 weeks' or '45 seconds'. The possible units are second, minute, hour, day, week,
and month.